"The Confessions of BoB" or Secrets of the Books of Blood p a r t f o u r ========================= by //. i d n i g h t ========================== - foreword - ************* The stand alone version of "The Labrynth of Blood" is much\different than the final chapter of the BoB and though it is in the works the variation isn't complete yet. I wanted to finish and round up the Cluebooks for the "Epic" version before I become too involved in all of my new projects... ************* ===================== INTO THE ABYSS! ====================== Once you've completed FIRST BLOOD (and have "the Mark") you can enter the Labyrnth through the Abyss of Blood, though you should wait until you've gained a few levels in the Arena. The creatures and puzzles in the Labyrnth take on an intensity far beyond anything you've yet faced. When you enter the Abyss you should be sure to have the Wing of Wonder Active or you'll plunge into Darkness. THE LABYRNTH OF BLOOD! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are a few new creatures that start to show up on this level and these creatures are much tougher than any you've face before... they'll even be able to get a lucky hit in from time to time that can do some real damage even with a LO Armor Class. The Maze itself is alot more intense too. (A new wall definition that I've created) The walls will almost feel like they're moving in on you and it is one map where the Secret Door Detection Spell (DOOR) will come in handy. You'll want to systematically explore the Labyrnth map so you can find both the Control Panels that open the Ancient Gate and find the Scrolls and Books that will teach you the Ancient Spells. Within a few steps of the "Entrance" you'll find a Magic Shoppe, Healers Temple and a Guild. In the fist few rows of the maps you'll also find a "Wiseman" with a few random words of "wisdom", a strange old warrior who will offer to give you a Teleport Scroll if you don't have one, a group of Warriors that are gathered together telling tales of their experiences in the Labyrnth and the Ancient Domain. You'll also find a password etched on a wall, the Equipment Shoppe, as well as the "A" & "D" control panels. The Ancient Gate: ^^^^^^^^^^^^^^^^^ The primary goal in the Labyrnth is to Open the Ancient Gate. It is located in the South-Eastern most corner of the map. Before it will open, however, you must locate and activate 3 control panels. Once they've been activated the Gate will Open and draw you into the Ancient Domain. The Control Panels: ^^^^^^^^^^^^^^^^^^^ There are 4 Ancient Control Panels labeled "A", "B", "C", and "D". The "D" Control Panel is the fist one you'll find. It is the "Master" Control Panel and by hitting the proper switch it will make each of the other panels accessible by creating a door to a sealed chamber. You'll only be able to unseal one chamber at a time, with each panel having to be activated before you can return to the Master Control and unseal the next. When you enter a chamber that has a control panel it will emerge from the wall. Each panel has 3 switches that must be hit in the proper order to activate it. If you hit them in the wrong order the panel will simply move back into the wall and deactivate ALL the other panels. If you hit them in the proper sequence you'll SEE the panel become active. Each of the panels must be active before the next one can be activated and each time you use the "D" or Master Panel all the others are deactivated. Once you have all 3 panels (A, B, and C) activated the Ancient Gate will Open! "Secret" Panel Sequence: ^^^^^^^^^^^^^^^^^^^^^^^^ Thou the "Gate" Puzzle seems very complex the actual sequence is really very easy... A, B, C and 1, 2, 3. Each time you find a panel hit the switches in order 1, 2, 3 and it will become active. Each time you open a sealed chamber you'll have to reactivate each panel until all 3 are activated. Magic Portals: ^^^^^^^^^^^^^^ The Magic Portals in the Labyrnth aren't quite like the others ones you've used before... they are random teleports that can take you to a number of locations as well as have a 5% chance of teleporting you into Solid Rock. But they can be very helpful in both finding the location of the various panels and returning you near the Healers Temple and the Master Panel. Books and Scrolls: ^^^^^^^^^^^^^^^^^^ There are 2 books in the Labyrnth. One is a simple "journal" that explains how to activate the panels and open the Gate. The other is in the Ancient Language and if you attempt to read it you will learn an Ancient Spell, however there is a chance some unexpected creatures may suddenly appear if you have a little trouble saying the words... There are also a number of Scrolls you may find after an encounter or an "event". These also have strange writings on them and if you read them you will learn another Spell of the Ancients. The Spells you'll find in the Labyrnth are: Guardian Angel: Enhanced form of Mystic Shield Soul Possesion: Possess Creatures Soften Stone: Cures the Stone Condition Bannishment: Bannish Creatures into Limbo (which is probably one of the most important to take with you into the Ancient Domain.) Crystals: ^^^^^^^^^ Occansionally you'll find a strange crystal. They will always crumble when you try to pick them up but sometimes they'll generate some spell points even beyond what you may normally be able to have! ************* THE ANCIENT DOMAIN ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When you first pass through the Ancient Gate you'll feel the energy of this Domain course through you and generate some spell points. If it takes you beyond your MAX spell points you should cast some spells before you take a step. No light source is required here and spell points regenerate normally so if your spell points are taken beyond your normal max in a step or two all those extra points will evaporate. Besides the defensive spells you (should) normally keep active you should try and keep the Wing of Wonder active in the Domain, it will help to keep you from being plauged by FEAR. The Spells of the Ancients: ^^^^^^^^^^^^^^^^^^^^^^^^^^^ There are several more Ancient Scrolls that will allow you to Learn the Spells of the Ancients. The Spells you can find and learn here are: Turn Back Time: Restores your Youth Will to Live: Ressurect Another Player Regeneration of Magics: Restore the Charges in All Items Dimensional Warp: Teleport to Any Location you Name Earthquake: Major Damage to All Creatures Cloud Kill: Instant Death to All Creatures The Dark Armies: ^^^^^^^^^^^^^^^^ You'll run into Many Dark Armies in the Ancient Domain. The group consist of 10 Souless Warriors, 10 Ancient Warriors, 10 Stone Warriors, 10 Lost Souls, and a Dark Warrior. They guard virtually every passage and an area you must pass thorough for the final confrontation with the Ancient Evil. The battles can be intense and tedious but each time you defeat one of the Dark Armies it is gone forever! These Armies are also linked in some way to another Dangerous Group of Gargoyles, Armored Evils, and a Stone Gargoyle, but as you defeat the Dark Armies these groups will also begin to vanish. [SECRET: Defeating the Dark Armies] ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ The primary weakness of the Dark Armies is the Bannishment Spell. Casting it once will make most of you enemies vanish in one round. The only danger is that you may have to fight the Dark Warrior face to face and if he gets a lucky stike in you might get Level Drained (which in some ways is worse than Death!) If you intend to take on the Dark Armies by force you should pick off the Lost Souls first and then pick off the Dark Warrior. The "Ghost" of the Ancients (though high in hit points) don't have much fight left in them and will rarely hit you if you maintain a LO armor class. When the Walls Come Tumbling Down: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ There are several sealed areas in the Ancient Domain. To Open them you must find and sound the Armaggedon Horn, but there is one hitch... when the walls come tumbling down there is no way to avoid being crushed! Though sounding the Horn will be fatal you will be ressurected the following day and by sacrificing yourself for the day you will have opened the rest of the Ancient Domain. You will now be able to find the most useful and powerful spells of the Ancients as well as enter the last area you must pass to confront the Ancient Evil. The Armaggedon Horn: ^^^^^^^^^^^^^^^^^^^^ Once you've sounded the Horn you need not return and sound it again, however you will have to find the "Other" Armaggedon Horn near the final chamber of the Ancient Evil. When you find it you will have to pick it up and carry it with you to gain access to the hall that leads to the Final Confrontation. The Hallway is heavily Guarded. Be sure your defensive spells are active and your hit points are maxed out. The first encounter is random but each fight after that will push you to your limits with the Dark Warrior leading the groups of enemies that are trying to stop you, but the Spirit of Blood is with you and will help as much as it can. The Final Confrontation: ^^^^^^^^^^^^^^^^^^^^^^^^ Battered and Bruised by the Dark Warrior and his Guardians you will suddenly find yourself Stripped of your Weapons and your Spell Points Drained! One more step forward and you'll be drawn into the Final Battle! You must equip the Armaggedon Horn Now! It is your only Hope... Thou the Horn only has one charge each time you Defeat the Dark Spirit it will be recharged, but the Dark Spirit will keep returning to plauge you. what ever you do... do not run or try to escape by using a Wand or the Warp Spell, there is no escape... but if you continue to use the Armaggedon Horn the Dark Spirit will finally be defeated and the Ancient Evil will appear. If you can use the Horn one last time the Evil will be put to Rest... However, before you get the chance to use it you will be filled with FEAR! What happens next is totally unpredictable. If Fear controls you and you run... you Die... if you overcome your Fear and use the Horn it is Ended and the Old Man appears once again. If at First You Don't Succeed... ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Once you've learned the Dimensional Warp Spell and know the location of the Armaggedon Horn you can use this knowledge for "quick" access to the final confrontion (if you don't succeed the first time). But you must enter the Hallway to the Chamber of the Ancient Evil normally and fight your way there through the Dark Warrior and the Guardians. But whatever you do, don't be tempted to use a Teleport Scroll to get there. Even having one in your inventory will be a fatal mistake. ---------------------------------------------------------------------------- ==== Last Words ==== This concludes the Detailed Cluebooks of the "Epic" Books of Blood. I hope it will both help and enhance players enjoyment of my DM modules as well as inspire others to create some modules of thier own. I know for sure I've shown just how powerful the DMCS really is and hope to write something to show how easy it is to use soon... (My 9 year old is even making a mod) On a final note, I have played all my modules all the way through "straight" without cheating to be sure it wasn't too difficult or impossible to complete. Even knowing all the "secrets" and "tricks" is was exciting and challenging which is why I've written this series of Cluebooks. I do have a nice feeling of satisfaction with what I've done, but there is nothing to compare with the feedback of others that play any of the BoB modules. Without it I may never know if anyone ever completes any of them. So, I'd really appreciate any feedback from players and especially a quick note if you finish any of them! Come on... Make My Day! Have Fun! --Mike (//. i d n i g h t) Collard collard@apsicc.aps.edu ============================================================================ Books of Blood DM Series by Mike Collard